Mortal Kombat HD Remix with MUGEN

I think a swet effect might be interesting... they will be fighting all the time right? Also, swet effect was used in sprites in MK2 for example.
 
sweat adds a layer of complexity in the Subsurface scattering that would make rendering time go through the roof. Id be happy with just realistic looking skin. Lui is missing eyeballs in arqs renders which is why he looks scary and wierd. The hair looks good though.
 
yes cal, hair and fur.... that's how it's cal in max.. why??? and thanks man, I'm glad you liked it.. any advice for the hair? I see you know much more than me about hair

I think it looks great! If you used the method I outlined then you should be able to add hair dynamics.
I am viewing these renders on my phone right now so I cant see well enough to give better crits. Did you use the zBrush Fibers to max method?
 
Woah what happened to his face? It looks like it melted. Hair and body look good though but I thought Liu Kang was finished before though?

ttas, liu kang model was finished but so many people said Gojira's model's face looked better and asked me to change it.. and since I had to retopology and texture and everything I decided to used gojira's model which was unfinished.... either way it had better UV islands than my old model.

about the face, maybe it's the lighting or the displacement is too strong.. I'll try to fix it.

thanks
 
After messing with Maya's hair system, and going back to max. I'm getting better results, Maya helped me better understand how to use the Max interface.

From the little I know in maya, basically every spline you draw generates a clump of hair.

In max, every spline is used as a reference to fill in an area. One spline can be used to generate a ton of splines, like an array or tweening animation frames. The more splines you add to the hair, be more you control the shape of the volume.

It's like box modeling sort of.

If you extrude a face, and select the edges running along the extrusion, generate curves from edges. Those lines are basically used like edges by the hair. Move the edges in box modeling to control the volume of the shape = Shaping the lines to control the volume of the hair.



Using that concept, I can get a general fill of an area with an overall shape of a large clump, say the bangs.

Next you make each hair in that overall volume in to separate clumps, using the Multi Strand Parameters. Each hair can have like 10 hairs around it, and you can spread them out to fill in the area with a bunch of clumps.

That way I got something very close to what I'm looking for. Maybe this'll work after all, It's very confusing but I'm getting the hang of it.

Now I'm having some trouble with the shading, looks like the best result is coming with the "Daylight" system. The shadows are deeper and you can see each clump more clearly. Normal lighting seems to wash out a lot of the shading and doesn't look so good.
 
I think it looks great! If you used the method I outlined then you should be able to add hair dynamics.
I am viewing these renders on my phone right now so I cant see well enough to give better crits. Did you use the zBrush Fibers to max method?

yes I can add dynamics. that's why I decided to use real hair cause I want liu to look as real as possible... also I'm going to add muscles, I know how to use them but I don't know why the biceps don't deform right,

and no, I didn't use zbrush fibers, I used max splines
 
Yes you've got it correct. I was going to get into Multistrand parameters and root/tip splay as you started to get deeper into the process. I like your method of using a polygon to get splines from that. That's actually how the hairfarm plugin works.

Now if you are attempting to get good results out of mental ray you'll need to tweak a few parameters. Mr has it's own settings to get the hair to look good. Unfortunately since I only use Vray, I can't be of much help to you there, but I'm sure a quick google search will get you what you are looking for.


After messing with Maya's hair system, and going back to max. I'm getting better results, Maya helped me better understand how to use the Max interface.

From the little I know in maya, basically every spline you draw generates a clump of hair.

In max, every spline is used as a reference to fill in an area. One spline can be used to generate a ton of splines, like an array or tweening animation frames. The more splines you add to the hair, be more you control the shape of the volume.

It's like box modeling sort of.

If you extrude a face, and select the edges running along the extrusion, generate curves from edges. Those lines are basically used like edges by the hair. Move the edges in box modeling to control the volume of the shape = Shaping the lines to control the volume of the hair.



Using that concept, I can get a general fill of an area with an overall shape of a large clump, say the bangs.

Next you make each hair in that overall volume in to separate clumps, using the Multi Strand Parameters. Each hair can have like 10 hairs around it, and you can spread them out to fill in the area with a bunch of clumps.

That way I got something very close to what I'm looking for. Maybe this'll work after all, It's very confusing but I'm getting the hang of it.

Now I'm having some trouble with the shading, looks like the best result is coming with the "Daylight" system. The shadows are deeper and you can see each clump more clearly. Normal lighting seems to wash out a lot of the shading and doesn't look so good.
 
Two things...

Cal your temples are looking real good. I don't think I could ask for a better match to the originals! Also given how small and covered up and out of the way the temple tends to be I doubt anyone would notice the tiny little people in there.... but it'd be OK to remove them. I think you did a pretty good job on the color correction.

Also, what makes Liu Kang look odd in my opinion in the latest pics is the fact that he doesn't have eyes.... it makes it look like his head was hollowed out and makes him look pinched or like a dead man especially with the skin tone he has.
 
Pfff , finaly :)
No People, No Problem
Default version :
Befor
http://img854.imageshack.us/img854/171/dsc07419q.jpg
Now
http://s003.radikal.ru/i202/1302/2a/4d9731e6d232.png

Tone version (levels, colors and details fix) :
http://s019.radikal.ru/i620/1302/1a/ba89856e6fd9.png
I can not decide whether I have done well or not, because an hour or two i was contemplate a pixels, lines etc. and my judgment is a little fuzzy . Once my head and my eyes rest will look and will judge :) And during this time, you can decide whether this template will be useful or not ;)
 
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Still working on the hair, It's taking a long time but I'm getting closer.


I'm making a bunch of strips, starting from the bottom and moving up, layering like sheets of hair.

I basically draw a strip of polygons going around the head, extrude the shape and generate the hair guides from the edge ring.

Give that polygon strip a Hair and Fur modifier, then set the Guides to control it.

Tweak the shape of that layer by moving the curves, and start again with another polygon strip, higher up and hairs overlapping the bottom row.

Cage_Hair_01_zps232149dd.jpg
 
Looking fantastic Bleed! So the only problem I can see with this method is that you'll lose Hair Dynamics, I think. Please correct me if I'm wrong.

Still working on the hair, It's taking a long time but I'm getting closer.


I'm making a bunch of strips, starting from the bottom and moving up, layering like sheets of hair.

I basically draw a strip of polygons going around the head, extrude the shape and generate the hair guides from the edge ring.

Give that polygon strip a Hair and Fur modifier, then set the Guides to control it.

Tweak the shape of that layer by moving the curves, and start again with another polygon strip, higher up and hairs overlapping the bottom row.

Cage_Hair_01_zps232149dd.jpg
 
I don't know, I haven't messed with that yet. I tried using a single section for the side, but it was hard to control, and looks too even because of the auto blending between guides.

There's probably another way I haven't though of, but so far this is working alright.
 
Here's what I have now, changed the workflow agian, I keep trying different things...

This time I have a single large section for the side of the head, with some guide lines at the top to make the general flow.

Next I used the brush tools to make the shape and cut it.

Cage_Hair_02_zps0077d730.jpg
 
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